The funny thing about GL types is that they're just typedef-ed basic types. There's nothing fancy about them, as long as you don't do strange conversions with them (GLint -> GLdouble).

It's not working with GLfloats, either. Using glArrayElements(), it chokes on the first indice ... with all of the array addresses *right there* and the program choking on the first element, the only things that I can still think of are the textures being bad.

-Sta7ic

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Update @ 11 am PST:

Funny how you're supposed to read and trace the debugging comments ... an incrimenter was going +6 because it was being used for both the color and texcoord arrays ... one's [k*2] and the other [k*4]...

Sorry about the noise, but now the whole scene's doing wierd stuff, not drawing past the first triangle by the looks of it. Go figure.

Quote:Originally posted by Sta7ic The funny thing about GL types is that they're just typedef-ed basic types. There's nothing fancy about them, as long as you don't do strange conversions with them (GLint -> GLdouble).

Of course they're just typedefed basic types... what else could they be?

The problem is that you don't know what they're typedefed from. For example, you don't know whether GLfloat/GLdouble are float/double or double/long double, and you don't know whether GLint is int, long or long long.

Sure, you can look at the header and find out for this platform what types they are, but they differ across platforms.